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9Feb/110

D&D 4E Rules in Review: Is it my turn yet?

So here we are again, talking about those wacky 4e rules. This time, I'm going to go over rules that confuse even veteran gamers, 'readying an action' and 'delaying'.

So what's the problem?

D&D is not a very accurate simulation of real life. If, for example, a massive brawl breaks out in real life, you don't have people standing around, patiently waiting to take their turn in battle. It's every man for himself (and women...and warforged. And shardminds!), acting all at once in a big confusing mess.

D&D wants to attempt to give you the feel of a big, chaotic combat scene, while still making it easy to figure out who's doing what, and when. So we have the nice orderly combat sequence. The guy with the highest initiative goes first, and we take it from there.

Thanks to immediate actions, immediate interrupts, and opportunity actions, you can also act during someone else's turn, which further helps immerse yourself in the combat experience. So far, so good.

Inevitably, however, someone will want to wait for an opportune moment to act. I remember way back in the day (2e), the Blink spell would cause the caster to randomly phase in and out of the material world, making them hard to attack. A canny player would ask if they could just wait for the Wizard to materialize before smiting him on his pointy hat.

Regardless of how the rules worked, the player would insist on being allowed to do just that, simply because you can do it in real life. Never mind that casting spells or swinging swords the size of Rhode Island aren't possible in real life!

So rules were written to allow this sort of thing to happen, to try and not deprive players of actions they could reasonably take. The theory is sound, really. A player with higher initiative has a choice. Act now, before anyone can react, or set yourself up to react to the tactics of those who aren't quite as quick on the uptake. In practice, things get a little screwy.

Readying an Action

You hear this one a lot. “I want to shoot at the first enemy I see when the door is opened!” It sound reasonable enough, doesn't it? Rather than attack now, you want to attack at an opportune moment. So let's go over the rules in more detail.

Readying is a Standard Action. Sort of. Actually, you're setting aside your Standard Action to use later on in the turn. Of course, it doesn't need to be a Standard Action- Move and Minor Actions are also fair game. When you Ready, you select the type of action you want to use, and the intended target, if any.

Next, you select a trigger for when the Readied action will occur. When the trigger occurs, your action occurs, as if it were an Immediate Reaction (and thus using up your Immediate Action for the round). If it doesn't occur, or you elect not to use it for some reason, you simply take your next turn as normal.

Some DM's may wish you to be very specific with your triggers, in order to prevent abuse. Here are some examples:

“The first enemy that comes within range, I'll blast with Magic Missile!”

“When a kobold moves adjacent to me, I want to Bull Rush it!”

“If Hugo, the brigand leader, attacks Tusk, our Warden, I'll use Healing Word on Tusk.”

It's important for your DM to be both fair and consistent with how permissive he is on setting Readied Action triggers. If he's too strict, then this action will be primarily reserved for corner cases, and not used often- which may suit him (or her) just fine! On the other hand, if too permissive, everyone will ready actions all the time, making a shambles of turn sequence.

Just remember, however, that the monsters can Ready actions as well, and it may be to their benefit to do so! So the same rules will apply and be (ab)used equally.

If you use your Readied Action, your Initiative is reset so that now you act just before the creature or event that triggered it. So, for example, if your Initiative is 20, and you use your Readied Action during another creature's turn (let's say, a Hobgoblin who has a 14 Initiative), next turn you won't act until just before the Hobgoblin's turn.

Now things get a little more complicated.

Opportunity Attacks

Let's say that you want to Ready a ranged attack. Ranged attacks normally provoke Opportunity Attacks. There's an enemy standing next to you, so you don't want to attack on your turn. You might think that Readying with a trigger of “as soon as the enemy is no longer adjacent to me” might be a good idea.

Sadly, you'd be wrong! Readying an Action that provokes is the same as making the action. So our hapless archer would be struck immediately. Oops!

In addition, performing a Readied Action that provokes also provokes. This may sound a bit unfair, but there is some logic behind it. Even if an Action provokes, you cannot make Opportunity Actions on your own turn. Since a Readied Action usually occurs on someone else's turn, they might not be allowed to react to it the way they normally would. Many enemies have triggered abilities they can employ when attacked, so while Readying is a good tactic to use against them, it's not without it's weaknesses.

Interrupting

A Readied Action is an Immediate Reaction, which means it occurs after it's trigger. This may make it seem impossible to attack before your enemy does when your Action triggers. However, you can set your trigger to be dependent on an enemy's movement. For example:

“If the Orc swings his axe at the Wizard, I'll shoot him with my bow!”

“If the Orc moves adjacent to the Wizard, I'll shoot him with my bow!”

This just goes to show it pays to think about what will trigger your Action!

Another thing that often comes up with Readied Actions is when “beginning” and “ending” of turn effects occur. The answer, actually, is when they normally do! You make a Readied Action during your turn, but your turn doesn't stop there. So if you are suffering from Ongoing 5 damage, you take it, you Ready, you make whatever other actions you like, then you save.

If your trigger goes off, your Initiative changes, but you will take the damage again at the beginning of your next turn as normal. Some canny players will think to use a Readied Action to change their Initiative order to go after an ally who can grant them a saving throw or heal them. It's perfectly legal to do so, although your DM may quirk an eyebrow in your direction at such tactics.

Just remember, however, that this works both ways. For example, if you are “vulnerable 5 to all damage (save ends)”, changing your Initiative could give monsters more opportunities to take advantage of you than they would have ordinarily! Alternately, your DM may look at the rules for Delaying, which are very clear for how Start and End of Turn effects are applied.

Delay

As a free action, you may wish to wait to take your turn until later in the combat round. There are several reasons to do this. For example, Striker classes often have excellent Initiative, and Defender classes often...don't. If you are a melee Striker, you might not want to run into combat before your Defender, so Delay becomes a good option for you.

Leader classes are also often “initiative-deprived”. This normally works to their advantage, as their powers are often reactive in nature. A Leader who gets a good Initiative roll, however, may want to Delay until an ally is wounded, or the battle shifts.

Once you Delay, you can return to the Initiative order after any turn has been completed. Your Initiative changes to this new position in the order.

If you don't take your Delayed turn, for some reason, when your original Initiative comes back up in the order, you lose the Delayed turn and take your turn then.

Start and End of Turn

Effects that are triggered by your turn starting happen when you opt to Delay- you can't Delay to avoid ongoing damage, for example. Any effect you are sustaining ends, and effects that last until the end of your turn now end if they are beneficial to you and your allies! This prevents you from extending the duration of a beneficial effect.

After you take your Delayed turn, you make the saving throws you normally do at the end of your turn, and the durations of baneful effects that expire at the end of your turn now do so.

Since you can lose a Delayed turn if you do not take it, if you are suffering from a baneful effect, such as ongoing damage, be careful with this option!

With as much confusion as these rules tend to cause at gaming tables, you'd expect them to be more complicated than this, but it really boils down to the fact that, most of the time, you don't have much reason to Ready or Delay. Properly used, these tactics can make your character very effective. Improperly used, and you're literally wasting time.

DM's need to be careful as well. While it may seem like a good idea to use Ready and Delay to foil your player's tactics, doing so will no doubt frustrate and annoy them needlessly. For example, let's say you know that the party Leader can grant saving throws.

You have an enemy who can place “stupidly annoying effect (save ends)” on players. Delaying your enemy's turn until after the Leader's will ensure a whole round of bad stuff...and make the Leader less effective. Until the Leader starts Delaying. Which could end with both your enemy and the Leader simply losing turns!

Since you probably don't want each encounter turning into a glorified game of 'chicken', it's best to use such tactics sparingly. Let the players open the door when it comes to more advanced options; if they want to use the rules to their advantage, that's fine- show them that it works both ways!

You just don't want to force your players into having to master areas of the rules they aren't comfortable with yet.

With all that in mind, I hope this article has given you new insight into how to make the rules work for you, instead of against you!

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24Jan/110

Creating Worlds: My First Campaign

Yes, I know, I promised to talk about rules stuff next. Sue me. I'll get around to it, since I've noticed actions that change initiative, not to mention exactly how immediate actions work, tend to confuse even 4e veterans.

Well, to be fair, I've never seen a system where readied actions didn't confuse everyone! I'll expand on that more later. You may have noticed I haven't been as prolific in my writing of late, and the reason is- I didn't have much new to say!

I keep touching on the same points in my editorials, and often, I come off as way too critical- something else I've talked about before. It may seem paradoxical that someone who claims to enjoy gaming nitpicks about it so damn much!

7Oct/100

Character Optimization Part 3: Heroic Medium

Dragonborn Paladin of Bahamet

When we last left our Dragonborn Fighter, he was mixing it up at level 1 fairly well. Let's assume he survives til level 2. Since this is a thought experiment, I can't really say what magic items, if any he may have found, so let's focus on things we can plan for. The first thing our Fighter (who I'm going to call 'Kriv' from here on out) had to do was get a better weapon. There were three basic choices:

Longsword for +1 to hit.

Battleaxe for d10 damage.

Khopesh for Brutal 1.

Statistically speaking, the average damage of the Battleaxe is 5.5, compared to 4.5 for the longsword. The Khopesh is a weird case because it simply cannot inflict 1 damage, making it's average damage 5 even.

6Oct/101

Character Optimization Part 2: Heroic Low

Dice for various games, especially for rolepla...
Image via Wikipedia

A lot of players like to plot out their progression all the way to Epic tier. But let's be honest. Optimization is more about knowing your game than anything else. Different choices have different values based on the game's power level. A Heroic-tier game that won't even hit level 10 requires a different mindset than a game that starts at level 15!

Retraining can cover for a lot of sins, but there are a few things you can't retrain for. Today we'll start with Low-level Heroic gaming.

When starting from first or second level, you have to be optimized right out of the gate. Forget Paragon Paths, you just want to survive, and kick butt now, not in five or six levels!

In low-level games, having a high primary stat is most important. You want the best chance to hit, and to have your powers pack the biggest punch possible. This means, however, that the rider benefits of your secondary stat won't be so hot, so don't set yourself up to rely on them!

At low-levels, forget versatility, you want to be focused and specialized. You have a job to do, so make sure you can do it! For our example of low-level building, let's focus on The Fighter.

DISCLAIMER: The views presented here are not based on in-game experience, but a logical examination of possible playstyles and environments. If you have found that an option presented here isn't as good as I think it is, or that something I discount is much better, that's great! Let me know, and I'll certainly re-evaluate my builds. This is an exercise in one possible way to approach Character building, and is far from the only way!

5Oct/100

Character Optimization Part 1: Unreasonable Expectations

Cover of

Cover via Amazon

I'll just start out with a caveat; I am capable of making false assumptions about the 4.0 playstyle.

The D&D rules set is modular. Think of it as a bunch of Legos ™; you have Legos of all different shapes and sizes, but each piece has definite 'rules' for how it connects to other pieces. Most Legos follow the same basic rules, but there are always exceptions!

So optimization is all about using your Legos to build something. That's great, but what looks good on paper can fail in practice. For example, let's look at the Fighting-Man of Chainmail.

4Oct/100

Big Stick Rogues!

391_staff_fighter

So here's something from the latest issue of Dragon: Staff Rogues?! Don't get me wrong, I have nothing against the idea, adding weapons to the Rogue's list is always nice, but..Staff Rogues? I remember a few years back when World of Warcraft added support for Mace Rogues and everyone was like “WTF Mace Rogues?!”*. The iconic Rogue has always been a Light Blade guy. Oh sure, I guess the idea of a thug with a club exists, but the Rogue/Thief in RPG's has always been a sly, agile, Artful Dodger sort of guy, who lives by his wits and uses daggers, short swords, and the like.

6Mar/102

Tim’s Campaign – Session 4 Podcast

The druid Blindheart has been tainted by a black crystal and after the group destroys it he is released from its power.

 

3Mar/104

New D&D 4E Monster Format

I just read a post over on the D&D website that showed a few examples of the new formatting for the monster stat blocks for D&D 4th Edition. I definitely like the new design as it sorts all the information in a slight easier to use fashion. All of a monster's traits, standard actions, minor actions, and triggered actions are grouped together, which makes it more organized and easier to find it's abilities. Powers also have been changed to have a formatting more similar to a PC's power cards, so each power has an "attack" and "hit" section, etc.

Overall the changes to the monster info block make complete sense and will help DMing run a little more smoothly. Check out a comparison of a Kobold Dragonshield below, side by side.

3Jul/092

Player’s Handbook Heroes Set 2 Gallery

The Player's Handbook Heroes Set 2 looks very nice and will make a great addition to any collection. I especially like the Genasi Paladin and Human Swordmage due to their versatility as a wide range of classes.

24Jun/090

Sting Review – Magic: The Gathering – Duels of the Planeswalkers for Xbox Arcade

duels_of_the_planeswalkersWizards of the Coast and Stainless Games released Magic: The Gathering - Duels of the Planeswalkers on the Xbox 360 arcade this week and I have been playing it nonstop. It offers a great Magic experience for the extremely decent price $10, less than 4 booster packs.

The game features several different modes of play.  The single player campaign mode allows you to test your skills against increasingly difficult Planeswalkers as you unlock new decks to play with. Magic: The Puzzling offers a series of Magic puzzle where you have to figure out how to win in one turn. A co-op campaign allows two people on the same console play a Two-Headed Giant match versus two planeswalkers. You can also play online via Xbox Live in 2-4 player matches.

Gameplay

They have done a great job of translating the paper and tabletop game to the TV screen and Xbox controller. You can easily flip through your cards pulling your trigger to fly the cards fullscreen and even view card specific rules such as First Strike and Deathtouch, in case you forget, add in the intro tutorial and even Magic newbies will be playing in no time.

They have made the gameplay flow very smoothly for a great arcade feel. Certian things like The Stack are disguised as a brief countdown timer when you play card and spells and each section of your turn is followed in order. I enjoy that I can play a quick game in less than 5 minutes without leaving my house at anytime, either against the very capable AI or a human player matched to my level using the Xbox TrueSkill system. The game is instantly accessible to players of every skill level and that is a great accomplishment given the complexity and depth of Magic.

The game starts with 2 decks to play with and as you defeat different planeswalkers you will unlock a total of 8 decks. Then everytime you win with a deck you unlock 1 of 17 extra cards that can be added into the default decks. It is not completely a customizable deck building system but gives you a few options to beef up your deck of choice. With downloadable content, I expect to see them release extra decks, extra unlockable cards, and new play environments to customize your play experience.

Graphics and Sound

The graphics and interface are very slick and animations are smooth. Spells and effects have subtle animation and sound cues that tell you the state of your cards, such as summoning sickness and tiggered spells. The attack animations are fairly generic as animating every card would have been a nightmare for the developer, but do an adequate job of showing what happens when you attack and defend. Certian spells are given a little extra polish such as Incinerate, which lobs a fireball at your opponents as it burns away their life.

The sound effects do a decent job of giving you audio cues as to what is happening and nothing is over the top. The music score is soft and appropriate but will quickly get old once you hear it over and over, thankfully the Xbox allows you to play your own music in game.

Conclusion

If you love Magic: The Gathering or are even slightly interested in TCGs, I would wholehearted recommend buying this game. It is a steal at only $10, and you will get plenty of play time out of this title. I have been playing all week and can't say enough good things about it.

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